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spidernl

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Everything posted by spidernl

  1. Your suggestions never cease to be amusing. Thanks. I think I remember Arnk saying veeeery low delays are bad for.. I think bandwidth reasons/problems. Not sure. Either way, very low delay isn't a good idea. Also, this item would be terribly useless. Sure, it'd do 12800 DPS.. but it'd cost 15000 energy doing it. Try Shredder. Edit: I also congratulate Omni on possibly having something extraordinarily rare (in the HS community), a (slight) sense of balance.
  2. You still have a reactor, 2 addon slots and other items to make your ship strong enough to survive wallbombs and thors. Plus, I realize everyone will go all hate-hate-hate on you for doing it, but you can just hide behind your team. You're the guy with Nanomite after all. The center part is true. There's always turreting if you're desperate, of course. Why am I telling people how to play again?
  3. I imagine you know those decimals by heart?
  4. March 11 2011 (I think it was) Increased Sharppinger's energy cost by 1. Increased Quad Core's energy bonus to +5. March 13 2011 Set Slipstream & Semiwarp's sale values back to what they were: $22300 & $24700 respectively. As far as Nanomite is concerned.. it'll be doable. You'll just need to pay a little more attention than you have to while killing for Parasite. @P Nut: I don't think those deaths are considered 'real' deaths, so no. They're just changes in statistics.
  5. March 09 2011 Tweaked Slipstream yet again, reduced weaknesses/drawbacks.
  6. Some are interesting, but they go too far. You're supposed to dedicate multiple upgrades of your ship towards one goal to become very good at it (e.g. shrapnel reduction). Usually. Signatures are a bit of an exception to the rule, but even then it still applies most of the time. Don't count on new capacity-like items.
  7. March 05 2011 Reduced bullet weaknesses on Slipstream. Slightly reduced Phoenix' delay & energy use. March 06 2011 Let loose the Nanomite Swarm.. For those who pay for it anyway. Increased Quad Core's energy bonus to +5. As always, changes can be reverted, turned around 180 degrees, exploded and imploded on demand.
  8. Sorry to disappoint.
  9. 03 March 2011 Although I didn't plan to, I decided to add a new item: Kinetic Barrier. Enjoy. 04 March 2011 (00:03 ) Fixed Exoskeleton: | inactiveshrapdam | -1 | -> | inactshrapdamage | -1 | You'll find Exoskeleton now truly reduces inactive shrapnel damage.
  10. If you suggest all kinds of unbalanced, complete nonsense items, there's bound to be a released item that has one or two out of 10 properties in common.
  11. March 02 2011 Added the Phoenix Missile. It should be a nice addition to the existing base-oriented bombs. Increased Phoenix Missile's delay. Increased Phoenix Missile's energy costs. I'm going to dedicate my time to finetuning the items I added (and maybe others) before adding any new ones.
  12. March 01 2011 Small modification to Semiwarp Burners weapon energy cost increases, re-ordered the properties to be more readable.
  13. February 28 2011 Modified Semiwarp Burners significantly to make it more viable for offensive use and slightly less viable for running away. Semiwarp Burners and Maxwell Infusers now both have the Afterburner item type, making them incompatible.
  14. Compare it to Wave Disperser and you will see the light. Edit: Oh and just taking the strengths of 4 armors and not adding the weaknesses doesn't count.
  15. Lol
  16. He could mean cloak/xradar/stealth/antiwarp. Oracle and System Optimizer already cover those quite well though, in my opinion.
  17. Hey, he's not suggesting a 5 delay 0 energy cost level 4 bomb like some other people on this forum like to. Or were you laughing at me, if so, why?
  18. Since people have always asked for some kind of (b)log on item changes, I'll post mine here. I'm also open to suggestions posted in this thread (or elsewhere), but please, put some thought into them. We don't need items that significantly blur the lines between several item types (Addons/Armor/etc). Something that adds to build variety without making existing item combinations obsolete is what I'm looking for. Edit: Oh, and be nice and stick to existing mechanics when suggesting items. 9/10 times new mechanics are either impossible to implement or unwanted, so you're wasting both your own time and mine. DISCLAIMER: (Mainly) new items can be slightly changed or even completely overhauled shortly after introduction. If you want to be certain the item you buy is the item you get to keep for a long time, wait a few days and you'll likely be 'safe'.
  19. spidernl

    New Content

    I guess you're just trying to argue for the sake of arguing. Just because you are incapable of coming up with balanced items doesn't mean no item can be balanced. Why I say this? Because you're arguing that Icefire is a 'problem' right now. Seriously. Icefire is something very, very few good players have used in the past few resets except for joke builds like the maxwell/tunnel/ice/inert build. Even with some extra thrust from slip it wouldn't even be close to overpowered. Yeah, they can run, but your speed combined with bullet or bomb speed can and will be higher than their speed, as long as you have the skill required to aim at longer range than 'point blank'. Just because Retro + Slip has very high 'base' thrust doesn't mean it suddenly has the ability to dodge every weapon. Flash users can't, and you'll find many GOOD Flash users make the most of its afterburner thrust, which is the part in which the retro build is inferior. Also, as always the slipstream build would have pretty significant weaknesses compared to an opponent. I'm not even going to discuss you calling high rotation overpowered because you can 'dodge and aim quickly'.
  20. spidernl

    New Content

    All of those items seem to have significantly lower stats in some areas than the items you compare them to. The icefire combo has low enough thrust for that speed to be hard to reach. Also, just being really fast but incapable of slowing down quickly without using afterburner is pretty useless. I'd personally choose between Sysopt and Slipstream on a terr build, yes, but neither is superior to the other (The Sysopt build will obviously have alot of superior areas, being higher recharge, energy, armor & low stealth/cloak costs. I fail to see why any of these combinations is overpowered. Just because you can get one stat really high doesn't suddenly make a ship overpowered (at least not with maneuverability). Take a look at the Icefire + Maxwell + Tunnel runner + Inertial build. You'll have a super efficient afterburner and insane afterburner speed, but that doesn't make it an effective build. Edit: You also fail to mention that those 'equal to Omega' builds would still have a 12.5% increased level 1 bullet damage 'weakness', bomb weakness and level 2+ gun weakness (to a lesser extent) compared to Omega having PROTECTION against any of those types by choosing an armor. That and "if you then combine it with item A and item B" is a moot point, you can add those items to an Omega or Baryon build just as well. Edit 2: Now that I think about it.. Are you arguing that the item is overpowered because it is possible to combine it with other items in such a way that you can specialize your ship to be better in a certain stat than it could be without the item's existance? You do realize the point of a new item is to allow such combinations, right? Otherwise you'd be introducing an item that is completely inferior to existing options, making it pretty, uh, useless.
  21. spidernl

    New Content

    Compare Beta or Carnot with Slipstream to good old Omega Drive: With beta: +------------------+----------------+ | bulletdamage | +16 | | bulletdamageup | +8 | | bombdamage | +90 | | ebombdamage | +40 | | speed | +6 | | maxspeed | +3 | | thrust | +4 | | maxthrust | +3 | | rotation | +3 | | afterburner | -2 | +------------------+----------------+ With carnot: +------------------+----------------+ | bulletdamage | +16 | | bulletdamageup | +8 | | bombdamage | +90 | | ebombdamage | +40 | | speed | +8 | | maxspeed | +0 | ! | thrust | +7 | | maxthrust | -1 | ! | rotation | +2 | | afterburner | +2 | +------------------+----------------+ Omega: +------------------+----------------+ | speed | +6 | <-- Equal to Beta, inferior to Carnot | maxspeed | +3 | <-- Equal to Beta, superior to Carnot | thrust | +6 | <-- Superior to Beta, slightly inferior to Carnot | maxthrust | +2 | <-- Slightly inferior to Beta, superior to Carnot | rotation | +4 | <-- Superior to both | afterburner | -3 | <-- Superior to both(far superior to carnot) +------------------+----------------+ ^Add to that the fact that Carnot/Beta combined with Slipstream have NEGATIVE armor and the Omega user has POSITIVE armor (as in negative damage 'bonuses'), even if the numbers need to be tweaked it's kind of far fetched to consider it highly overpowered right now. Disclaimer: I didn't pay too much attention to the 'maths' in this post, so there might be some mistakes. Hopefully not.
  22. spidernl

    New Content

    Actually, if anything I think it's too good. Up the negatives a bit. I don't think the positives on this one are overdoing it, compare taking this item with a non-signature sub to taking a signature sub.
  23. spidernl

    New Content

    +-------------------+ | Slipstream | +-----------+-------+----+-------+----------+-----+------------------+---------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $67000 | $24000 | 6800 | 12 56 | 1 | None | Signature, Armor | +-----------+------------+-------+----------+-----+------------------+---------------------------------+ | Modifies a ship for maximum agility at the cost of reduced hull integrity. | +------------------+----------------+------------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | bulletdamage | +16 | | bulletdamageup | +8 | | bombdamage | +90 | | ebombdamage | +40 | | speed | +3 | | maxspeed | +2 | | thrust | +2 | | maxthrust | +2 | | rotation | +1 | +------------------+----------------+ Unix> omg dis item iz 2 weak 2 be word it
  24. spidernl

    New Content

    Yes, you balance it like that. But you'll have to balance it to such an extent, that it'll be a boosted HE Missile. Which isn't quite as interesting as a super low delay super high DPS superweapon, now is it. Also, are you surprised devs don't want to be bothered with rebalancing every suggestion? If some players don't grasp the concept of balance, why care to even look at their suggestions. Which is probably the reason the bombdelay reduction would be the first thing to go. I also bolded the part where you answer your own question. No problem for that. You answered your own question again. Also, check out Shock Matrix for protection against proxless bombs. You forgot to mention some important details about your example items. Remember how Sharppinger and Gamma both used to be (near) zero ammo use? Also, seriously, bringing 5m items into the balance discussion? Are you trying to be funny?
  25. spidernl

    New Content

    No, because there is still a purpose for system optimizer. You went from one extreme to the next, either it's the exact same or it's so good that it'll make the other addon sig obsolete. I think I made valid points, those items are more than feasible and can be balanced to within your standards. Those items would also be useful and not be overpowered whether they are a sig or not. You still don't get it it seems. How do you intend to balance Cyclone? That's bound result in an item named "HE Missile". Which we already had last time I checked. Your Optimizer clone has no function whatsoever. It just does what System Optimizer does in a slightly different way designed for gun and bomb spam (as if energy costs aren't low enough as is). About Venting Coils.. I guess you just don't understand that copy pasting items, powering them down and giving them a different name and item type is completely unnecessary. But yeah, be as stubborn as you want to be.
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